Programs, methods and electronic devices for games
The game program incentivizes player cooperation by managing a shared correction point for ally characters to perform special attacks on enemy characters, enhancing gameplay enjoyment through strategic cooperation.
Patent Information
- Application Number
- JP2023002361
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2020-12-10
- Filing Date
- 2023-01-11
- Publication Date
- 2025-11-14
- Estimated Expiration
- 2041-10-14
AI Technical Summary
Existing games do not provide sufficient motivation for players to cooperate effectively with friendly characters to defeat enemy characters.
A game program that manages a correction point common to all ally characters, enabling them to perform special attacks on enemy characters in a special attack target state, with successful attacks increasing the correction point and parameter corrections when certain conditions are met.
Enhances gameplay enjoyment by promoting strategic cooperation among players to defeat enemies, increasing the entertainment value of the game.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to programs and the like, and more particularly to programs and the like for games executed on electronic devices that accept player input. [Background technology]
[0002] Electronic devices capable of running games, such as game consoles used in game arcades, home game consoles, portable game consoles, and smartphones, have become widely available, and many games that can be run on such electronic devices have been released. In this type of game, it is known that multiple friendly players cooperate with each other to battle against an enemy character, enabling them to execute coordinated attacks (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2020-000735 Summary of the Invention [Problem to be solved by the invention]
[0004] Although some of these games allow players to inflict great damage on enemy characters through coordinated attacks, they do not provide sufficient motivation for players to cooperate with friendly characters to play more effectively and defeat enemy characters.
[0005] The present invention has been made to solve such problems, and its main object is to provide a program or the like that can increase the entertainment value of a game. [Means for solving the problem]
[0006] In order to achieve the above object, one aspect of the present invention provides a program for a game in which a plurality of ally characters and enemy characters are arranged on a game field, the plurality of ally characters including a player character operated by player input and a character that cooperates with the player character to fight against an enemy character, the program managing a correction point common to all of the plurality of ally characters, and the plurality of ally characters are pitted against the enemy character, the program causing an electronic device to execute the following steps: determining whether or not the enemy character is in a special attack target state in which it is subject to a special attack; when the enemy character is in a special attack target state, making an ally character arranged within a predetermined range of the enemy character on the game field ready to perform a special attack; executing a special attack by the ally character in a state in which the special attack is ready to be performed; determining whether or not the executed special attack is successful; if the special attack is successful, increasing a correction point common to all of the plurality of ally characters; decreasing the correction point in accordance with a period in which the correction point is not increased; and, when the correction point satisfies a correction condition, correcting parameters associated with the plurality of ally characters by a predetermined ratio common to all of the plurality of ally characters.
[0007] The correction condition may include a multi-stage condition, and correcting the parameter may include correcting the parameter based on a stage of the correction condition satisfied by the correction point.
[0008] A special value is set for the enemy character, and when an attack by an ally character on the enemy character is successful, the system further executes a step of changing the special value, and when the special value satisfies a condition for transitioning to a special attack target state, a step of transitioning the enemy character to a special attack target state, and when the enemy character is in the special attack target state, the number of special attacks that each ally character can execute can be set to a predetermined number or less.
[0009] The step of changing the special value may include a step of increasing the amount of change in the special value if, after one of the plurality of ally characters has successfully attacked an enemy character, another ally character successfully attacks the enemy character within a predetermined period of time.
[0010] In the game, two or more enemy characters are placed in the game field, and the special value is set for each of the enemy characters, and the step of changing the special value may be such that when one of the two or more enemy characters is in a special attack target state, the special value of the other enemy characters is not changed so that the special value satisfies the special attack target state transition condition even if an attack by an ally character on the other enemy character is successful.
[0011] The electronic device may be configured to perform the following steps while the parameters associated with the plurality of ally characters are being corrected: determining whether an enemy character is in a second special attack target state in which it is a target of a second special attack; when it is determined that the enemy character is in a second special attack target state in which it is a target of a second special attack, putting an ally character located within a predetermined range of the enemy character in the game field into a state in which it is able to execute a second special attack; executing a second special attack by an ally character in a state in which it is able to execute the second special attack; determining whether the executed second special attack has been successful a predetermined number of times or more; and correcting the parameters associated with the enemy character when it is determined that the second special attack has been successful a predetermined number of times or more.
[0012] a step of increasing the correction point common to all of the plurality of ally characters when the special attack is successful; a step of decreasing the correction point according to a period during which the correction point is not increased; and a step of correcting parameters associated with the plurality of ally characters by a predetermined rate common to all of the plurality of ally characters when the correction point satisfies a correction condition.
[0013] An electronic device according to one aspect of the present invention is an electronic device for a game in which a plurality of ally characters and enemy characters are arranged on a game field, the plurality of ally characters including a player character operated by player input and a character that cooperates with the player character to fight against the enemy character, the electronic device managing a correction point common to all of the plurality of ally characters, determining whether or not the enemy character is in a special attack target state in which it is subject to a special attack, and when the enemy character is in a special attack target state, putting an ally character arranged within a predetermined range of the enemy character on the game field into a state in which a special attack can be executed, executing a special attack by the ally character in a state in which the special attack can be executed, determining whether or not the executed special attack was successful, and if the special attack is successful, increasing the correction point common to all of the plurality of ally characters, decreasing the correction point according to a period in which the correction point is not increased, and when the correction point satisfies a correction condition, correcting parameters associated with the plurality of ally characters by a predetermined ratio common to all of the plurality of ally characters.
[0014] Another aspect of the present invention is a program for a game in which a plurality of ally characters and enemy characters are arranged in a game field, the plurality of ally characters including a player character operated by player input and a character that cooperates with the player character to fight against an enemy character, the program manages a correction point common to all of the plurality of ally characters, and the plurality of ally characters and enemy characters fight against each other, the program causing an electronic device to execute the following steps: determining whether or not the enemy character is in a special attack target state in which it is subject to a special attack; when the enemy character is in a special attack target state, making an ally character arranged within a predetermined range of the enemy character in the game field ready to perform a special attack; executing a special attack by the ally character when the special attack is ready to be performed; determining whether or not the executed special attack has been successful a predetermined number of times or more; and correcting a parameter associated with the enemy character when it is determined that the special attack has been successful a predetermined number of times or more. [Effects of the Invention]
[0015] According to the present invention, it is possible to perform an effective play to defeat an enemy character in cooperation with an ally character, thereby increasing the entertainment value of the game. [Brief explanation of the drawings]
[0016] [Figure 1] 1 shows the overall configuration of a system according to an embodiment of the present invention. [Figure 2] 1 is a hardware configuration diagram of a system according to an embodiment of the present invention. [Figure 3] 1 is a functional block diagram of a system according to an embodiment of the present invention. [Figure 4] 1 is a diagram illustrating an example of a game screen according to an embodiment of the present invention. [Figure 5] 10 is a flowchart illustrating an image display process according to an embodiment of the present invention. [Figure 6] 10 is a flowchart showing a player character control process according to one embodiment of the present invention. [Figure 7] 10 is a flowchart illustrating a special attack target state management process according to an embodiment of the present invention. [Figure 8] 10 is a flowchart showing a special attack executable state management process according to one embodiment of the present invention. [Figure 9] 10 is a flowchart illustrating a correction point and parameter correction management process according to an embodiment of the present invention. [Figure 10] 10 is a flowchart showing a continuous secret attack management process according to one embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0017] A game system 1 according to an embodiment of the present invention will be described below with reference to the drawings. For the sake of convenience, more detailed explanation than necessary may be omitted in this specification. For example, detailed explanations of already well-known matters and redundant explanations of substantially identical configurations may be omitted.
[0018] Fig. 1 shows an example of the overall configuration of a game system according to an embodiment of the present invention. As shown in Fig. 1, the game system 1 includes a plurality of electronic devices 10 and a server 20. The electronic devices 10 and the server 20 are connected to a network 2 such as the Internet and are capable of communicating with each other. Note that the game system 1 of this embodiment will be described assuming a server-client system including a plurality of electronic devices 10, but the electronic device 10 may be a single device, or may be realized as a peer-to-peer system without the server 20, or as a standalone system using a single electronic device.
[0019] FIG. 2 is a block diagram showing the hardware configuration of an electronic device 10 and a server 20 according to an embodiment of the present invention. The electronic device 10 includes a processor 11, a display device 12, an input device 13, a storage device 14, and a communication device 15. These components are connected via a bus 16. Note that an interface is interposed between the bus 16 and each component device as needed. In this embodiment, the electronic device 10 is a home game console for playing games. However, the electronic device 10 can also be a terminal device such as a smartphone, a tablet computer, or a computer, as long as it has the above configuration.
[0020] Similarly, the server 20 also includes a processor 21, a display device 22, an input device 23, a storage device 24, and a communication device 25. These components are connected by a bus 26. Note that an interface is interposed between the bus 26 and each component device as needed. In this embodiment, the server 20 is realized by a computer.
[0021] The processors 11 and 21 control the overall operation of the electronic device 10 or the server 20, and are, for example, CPUs. Note that the processors 11 and 21 may be electronic circuits such as MPUs. The processors 11 and 21 perform various processes by reading and executing programs and data stored in the storage devices 14 and 24. In one example, the processors 11 and 21 are made up of multiple processors.
[0022] The display devices 12 and 22 display application screens and the like to a user (player) of the electronic device 10 or a user (administrator) of the server 20 under the control of the processors 11 and 21. Any device capable of displaying information to a user may be used, such as a liquid crystal display, an organic EL display, or a plasma display.
[0023] The input devices 13 and 23 are user interfaces that accept input from the user to the electronic device 10 and the server 20, and are, for example, a controller, a touch panel, a touchpad, a keyboard, or a mouse. In this embodiment, the electronic device 10 is a game console, so the electronic device 10 is equipped with a game console controller as the input device 13, and the display device 22 is an LCD television. The display device 12 may be configured as an LCD display integrated with the electronic device 10, or the display device 12 and the input device 13 may be configured as an integrated device. The server 20 is a computer, so it is equipped with a keyboard and a mouse as input devices, and an LCD display as a display device.
[0024] The storage devices 14 and 24 are typical storage devices provided in smartphones and computers, including storage devices using volatile memory such as RAM and nonvolatile memory such as flash memory (eMMC, UFS, and SSD), and magnetic storage devices. The storage devices 14 and 24 may also include external memory. For example, the storage device 14 stores a game program and a browser program, and the storage device 24 stores a server game program. The game program and browser program are activated in response to user operations on the electronic device 10 and run on an operating system (OS) pre-installed on the electronic device 10. The server game program includes functions and various data for processing information to ensure the game progresses appropriately on the game program and browser program executed on each client player terminal. Alternatively, a database physically separated from the electronic device 10 and the server 20 may be used as the storage device.
[0025] The communication devices 15 and 25 exchange data with other devices via a network 2 (omitted in FIG. 2). For example, the communication devices 15 and 25 connect to the network 2 via wireless communication such as mobile communication or wireless LAN. The electronic device 10 uses the communication device 15 to communicate with the server 20 via the network. The communication devices 15 and 25 may also perform wired communication using an Ethernet (registered trademark) cable or the like.
[0026] FIG. 3 shows an example of a functional block diagram of an electronic device 10 and a server 20 according to an embodiment of the present invention. The electronic device 10 includes an input unit 31, a display unit 32, a communication unit 33, and a game control unit 34, while the server 20 includes an input unit 41, a display unit 42, a communication unit 43, and a game management unit 44. In this embodiment, these functions are realized by the processors 11 and 21 executing programs. For example, the programs executed are a game program and a game management program stored in the storage devices 14 and 24. As such, since various functions are realized by loading programs, part or all of one part (function) may be possessed by another part. These functions may also be realized by hardware, such as by configuring electronic circuits for realizing part or all of each function.
[0027] The input units 31 and 41 are configured using the input devices 13 and 23, and accept input from the user to the electronic device 10 and the server 20. The electronic device 10 and the server 20 accept user input via the input units 31 and 41.
[0028] The display unit 32 displays a game screen including a game field on the display device 12, and displays game screens according to the progress of the game and user operations. The display unit 42 displays a management screen for the game manager on the display device 22 as necessary.
[0029] The game control unit 34 performs control processing for executing the game of this embodiment and stores information such as various parameters. The game management unit 44 performs processing for managing the game executed in the electronic device 10 of this embodiment and stores information such as various parameters. In one example, when a game application is executed in the electronic device 10, the game management unit 44 transmits and receives data periodically or as needed to progress the game. For example, the game management unit 44 stores various setting information and history information required for the game executed in the electronic device 10 and provides the information to the electronic device 10 as appropriate.
[0030] In the case of a multi-player game in which multiple players cooperate to progress in the game, data regarding the progress of each player's game is provided to the electronic devices 10 of the other players. The game control unit 34 of each electronic device 10 progresses the game based on its own game state and the game state transmitted from the other electronic devices 10.
[0031] For example, in this embodiment, when the game control unit 34 receives a game start input from a player via the input unit 31, it transmits a game start request including a player identifier to the game management unit 44. The game management unit 44 generates and stores parameters necessary for executing the game, and transmits a game start permission signal including the necessary data to the electronic device 10. When permitting the participation of another player who is a user of another electronic device 10, the game management unit 44 may transmit the game start permission signal after receiving a game participation request from the other electronic device 10.
[0032] Parameters required to start a game include, for example, data defining the game field and data defining the initial position of each character. The game field may be data defining a game field selected by a player from a plurality of game fields prepared in advance. Alternatively, the game field data may be pre-stored in the game control unit 34 of each electronic device 10, and the game management unit 44 may include game field identification information indicating the game field selected by the player in a game start permission signal to the other electronic devices 10. The initial position of each character may be determined by the game management unit 44 and transmitted to each electronic device 10, or information determined by each electronic device 10 may be transmitted to all electronic devices 10 via the game management unit 44.
[0033] The parameters required to start the game can further include the attack power, defense power, hit points, and status of the ally character and enemy character. In this embodiment, the enemy character's parameters also include information indicating a special value. The special value is changed when an attack by an ally character against an enemy character is successful. In this embodiment, the attack is a normal attack, but the special value may also be changed by other attacks such as a special attack.
[0034] The states of the enemy character include a normal state and a special attack target state, and when the special value satisfies the special attack target state transition condition, the state of the enemy character transitions from the normal state to the special attack target state. For example, when the enemy character is attacked a certain number of times or more, it becomes unconscious, indicating that it is in a state where it can be attacked by a special attack. The game screen may also show an effect in which the enemy character faints and staggers. The state of the enemy character may also include other states, such as a state where it can perform a powerful attack.
[0035] The states of the ally character may include a normal state, a state capable of executing a special attack, and a state capable of executing a special attack. When the ally character satisfies a predetermined condition, the ally character is shifted to the state capable of executing a special attack, and when the ally character satisfies another predetermined condition, the ally character is shifted to the state capable of executing a special attack.
[0036] Furthermore, the parameters can include correction points and correction levels, which are associated with all ally characters and are common to all ally characters. Correction points are points used to determine whether to correct parameters such as the attack power of an ally character, and correction levels indicate the level at which the parameters are corrected. Other parameters will be explained as needed.
[0037] Here, the actions of the non-player characters are determined by the game management unit 44. The various parameters vary according to the progress of the game based on the information indicating the actions of the player characters and the non-player characters determined by player input, and are determined as appropriate by the game control unit 34 and the game management unit 44 and transmitted as appropriate to each electronic device 10 and the server 20 via the network, thereby enabling the progress of the game to be synchronized among a plurality of electronic devices 10.
[0038] Upon receiving the game start permission signal, the game control unit 34 places multiple allied characters and enemy characters on the game field based on data defining the game field and data defining the initial position of each character, and starts the game. The multiple allied characters include a player character operated by a player input from the user of the electronic device 10, and other allied characters that cooperate with the player character to fight against the enemy character. Here, the enemy character is a non-player character that is controlled without a player input, and the allied character is a player character controlled by a player input from the user of the electronic device 10. The enemy character and the allied character may be a player character operated by another player, a non-player character, or a combination of a player character and a non-player character.
[0039] When the game starts, the game control unit 34 controls the actions of each corresponding player character based on player input, and transmits information indicating the actions of the player characters to the game management unit 44. The information indicating the actions of the player characters may be the player input itself. When one electronic device 10 has multiple controllers and multiple players play simultaneously using these controllers, the game control unit 34 of one electronic device 10 controls the corresponding player characters based on player input from each player.
[0040] The game management unit 44 of the server 20 determines the actions of non-player characters including enemy characters, and transmits information indicating the determined actions of the non-player characters and the actions of the player characters received from the electronic devices 10 to each electronic device 10. The game control unit 34 of the electronic device 10 displays an image representing the game field including the actions of each player character and enemy character on the display unit 32 of the electronic device 10, based on the player input of the electronic device 10 and the received information indicating the actions of the enemy character and other player characters. The actions include movement, normal attack, special attack, special attack, etc.
[0041] After one of a plurality of ally characters has successfully attacked an enemy character, if another ally character successfully attacks the enemy character within a predetermined period of time, the change amount of the special value can be increased. By cooperating with an ally character, it is possible to more effectively bring the enemy character into a state where it is the target of a special attack, providing the enjoyment of strategic cooperation.
[0042] The game control unit 34 determines whether an enemy character is in a special attack target state, making it a target for a special attack. When the enemy character is in a special attack target state, the game control unit 34 places allied characters located within a predetermined range of the enemy character in the game field in a state where they can execute a special attack, and executes the special attack by the allied character. The game control unit 34 then determines whether the executed special attack is successful, and if the special attack is successful, increases the correction points. The correction points are decreased according to the period during which the correction points are not increased. When the correction points satisfy the correction conditions, the parameters associated with the allied character are corrected. The correction conditions include multiple stages, and the stage for correcting the parameters can be set based on the stage of the correction conditions satisfied by the correction points.
[0043] In one embodiment, two or more enemy characters can be placed in the game field. In this case, a special value is set for each of the enemy characters, and when one of the two or more enemy characters is in a special attack target state, even if an attack by an ally character on the other enemy character is successful, the special values of the other enemy characters can be prevented from being changed so that the special values satisfy the conditions for transitioning to the special attack target state.
[0044] The functions provided by the game control unit 34 of the electronic device 10 and the functions provided by the game management unit 44 of the server 20 described in this specification may be provided by the other, or all of them may be provided by only one of them, or at least some of them may be provided in an overlapping manner, and if there is a match in the results of processing, the execution result of one unit, for example, the execution result of the game management unit 44, may take precedence. The same applies to all processing described in this specification.
[0045] 4 is a diagram showing an example of a game screen. The game control unit 34 of the electronic device 10 displays an image representing a part of the game field as a game screen 50 on the display unit 32 based on the position in the game field where the character of the player of the electronic device 10 is placed. Here, allied characters 51 to 54 and an enemy character 55 are placed in the game field. The allied character 51 is a player object that acts in the game field based on inputs from the player who is the user of the electronic device 10. The allied characters 52 to 54 are player objects controlled based on inputs from other players.
[0046] The ally character information area 60 includes the level, name, remaining hit points (HP), and special attack gauge of each ally character. The special attack gauge increases, for example, by successfully attacking an enemy character, and when it reaches a certain value (e.g., 100%), a powerful special attack can be executed. Furthermore, if one ally character successfully executes a special attack and another ally character executes a special attack within a certain period of time, an additional special attack can be executed as a consecutive special attack, dealing bonus damage. The more consecutive special attacks are executed, the greater the damage dealt by the additional special attack.
[0047] The correction information area 65 includes a gauge 66 indicating the correction point and correction level, and parameter correction information. The correction information area 65 indicates the correction point and the correction level determined based on the correction point, and also indicates the content of the correction applied to the parameter by the current correction level.
[0048] Next, information processing executed in game system 1 according to one embodiment of the present invention will be described with reference to Figures 5 to 10. Figure 5 shows the flow of image display processing 100 for displaying images representing the game state, Figure 6 shows the flow of player character control processing 200 based on operational input from the player character, Figure 7 shows the flow of special attack target state management processing 300, Figure 8 shows the flow of special attack executable state management processing 400, Figure 9 shows the flow of correction point and parameter correction management processing 500, and Figure 10 shows the flow of successive special attack management processing 600.
[0049] First, the image display process 100 will be described with reference to Fig. 5. When the electronic device 10 starts a game, it acquires a game state in order to generate a display image (S101). The game state includes parameters related to the game generated by the game control unit 34, the game management unit 44, etc., and data defining the game field. Then, the game control unit 34 generates an image for representing the game state based on the acquired game state, and displays it on the display unit 32 (S102).
[0050] The game state is determined based on various parameters and the like, and is changed based on the actions of player characters controlled by inputs from each player and the actions of non-player characters controlled by the game management unit 44, etc. Multiple processes, including those described below with reference to FIGS. 6 to 10, are executed in parallel with the image display process 100 to update the game state. The electronic device 10 determines whether a game end command has been issued by the game control unit 34, etc. (S104), and continues to display on the display unit 32 an image representing the game state updated by other processes by repeatedly executing S101 and S102 until the end command is issued. In this embodiment, a game console is used as the electronic device 10, and game consoles are generally set to a frame rate of 30 fps, 60 fps, etc. The electronic device 10 preferably executes the image display process shown in FIG. 5 at regular intervals corresponding to the frame rate.
[0051] Next, a player character control process 200 based on an operation input of a player character will be described with reference to Figure 6. In the following description, the term "ally character" will be used to clarify when processing is performed on allied characters including the player character, not just the player character. Furthermore, it will be clearly understood by those skilled in the art that even when the term "player character" is used in processing, similar processing may also be performed on allied non-player characters.
[0052] The player character control process 200 is executed by the game control unit 34. The parameters changed in each step are transmitted to the game management unit 44 by the game control unit 34 that executed that step, and are supplied to all electronic devices 10 via the game management unit 44, so that the game progresses using common parameters. When the input unit 31 accepts a player input from the player (S201), control of the player character is executed based on this. Here, the player input is assumed to be one of a movement command, a normal attack command, a special attack command, and a special attack command, but may include other commands.
[0053] The game control unit 34 determines whether the input player input is a movement command (S202). If it is a movement command, the position of the player character on the game field is moved based on a directional instruction included in the player input (S204). For example, coordinates are defined in the game field, and the position of the coordinates indicating the position of the player character on the game field is moved by a predetermined amount in the direction indicated by the directional instruction included in the player input.
[0054] If the player input is not a movement command, it is determined whether or not it is a normal attack command (S206). A normal attack is an attack that can be executed without satisfying any predetermined conditions, unlike attacks such as special attacks and special attacks that can only be executed when predetermined conditions are met. If the player input is a normal attack command, it is determined whether or not the normal attack has hit the enemy character (S208). The hit determination is made, for example, using coordinates defined on the game field, based on the position of the player character, the position of the enemy character, the direction in which the normal attack was executed, the range of the normal attack, and the like. The range of the normal attack may be set depending on the type of player character, or may be set depending on the weapon equipped by the player character, etc.
[0055] If it is determined that an attack by the player character has hit an enemy character, a damage process is executed on the enemy character (S210). The amount of damage to be inflicted on the enemy character is determined, for example, based on the attack power of the player character and the defense power of the enemy character, and the HP of the enemy character is reduced by the determined amount of damage. If the HP of the enemy character becomes 0 or less, the enemy character is eliminated from the game field, and the normal attack process based on this player input is terminated. If defeating the enemy character is the condition for ending the game, a process for ending the game may be executed. The process for determining whether the game end condition is met is executed in parallel with other processes during game execution, and if it is determined that the condition is met, the other processes are interrupted and the game is terminated.
[0056] Next, it is determined whether the enemy character hit by the player character's attack is in a special attack target state (S212). If the enemy character is already in a special attack target state, the process returns to S201 to accept the next player input. If it is determined that the enemy character is not in a special attack target state, a process is executed to decrease the special value (S214). Here, the special value of the enemy character is initially set to a predetermined value greater than 0, and the condition for transitioning to the special attack target state is that the special value is equal to or less than 0. When the enemy character is attacked by an ally character, the special value is decreased, and when it becomes equal to or less than 0, the condition for transitioning to the special attack target state is met, and the parameter indicating the enemy character's state is set to the parameter indicating the special attack target state. In one variation, the special value may be increased from a minimum value, and when it reaches a predetermined value or greater, the enemy character transitions to the special attack target state.
[0057] The amount by which the special value is decremented may be the same predetermined amount each time a normal attack is performed, or the decrement may vary based on other conditions. For example, if a normal attack by a player character hits an enemy character within a predetermined period of time since another ally character hits the same enemy character with a normal attack, the special value may be decremented by an additional decrement as a bonus. Furthermore, the greater the number of consecutive hits in such attacks on the same enemy character, the greater the bonus amount. In a multiplayer game in which multiple players cooperate to defeat enemy characters, cooperating to attack the same enemy character allows for more effective attacks than fighting the enemy character alone, which can make the multiplayer experience more enjoyable and enhance the player's immersion in the game.
[0058] If the process of decreasing the special value is not executed within a predetermined period, a process of increasing the special value is executed. For example, a process of managing the special value for each enemy character is executed, and a timer for increasing the special value is used to monitor the process of decreasing the special value. If the process of decreasing the special value is executed within a predetermined period, the timer is reset, and after the predetermined period has elapsed, the special value is increased and the timer is reset. The special value is increased up to a preset upper limit value. The amount of increase in the special value per predetermined time may be preset for each enemy character.
[0059] In one embodiment, when multiple enemy characters are placed on the game field and one of the enemy characters is set to a special attack target state, the process of reducing the special values of the other enemy characters does not reduce the special values to values that satisfy the conditions for transitioning to a special attack target state. For example, in S214, a process is performed to determine whether enemy characters other than the attacked enemy character are in a special attack target state, and if enemy characters other than the attacked enemy character are not in a special attack target state, a process is performed to reduce the special values.
[0060] On the other hand, if an enemy character other than the attacked enemy character is in the special attack target state, a special value reduction process is performed so that the special value of the attacked enemy character does not satisfy the special attack target state transition condition. For example, if it is determined that the condition is met when the special value is 0 or less, the lower limit of the special value is set to 1, so that the enemy character does not transition to the special attack target state even after the reduction process.
[0061] Next, it is determined whether the enemy character's special value satisfies the condition for transitioning to a special attack target state (S216). If the condition for transitioning to a special attack target state is not satisfied, the process waits for the next input from the player (S201). If the condition is satisfied, the state of this enemy character is transitioned to a special attack target state, and a timer for the special attack target state is started (S218). After S216 or S218, the process returns to S201 to wait for the next player input.
[0062] The special target attack state ends when certain conditions are met and the state returns to normal. Here, after entering the special attack state, the state returns to normal after a certain period of time has passed. A timer for the special attack state is used to measure the elapsed time.
[0063] The special attack target state management process 300 will be explained using Figure 7. The enemy character is assumed to be in two states: a normal state and a special attack target state. The enemy character's state transition process is performed using a parameter and special value that indicate the state associated with the enemy character. In this embodiment, in S218, the enemy character's state is set to the special attack target state, and the timer is started, and the special attack target state management process 300 begins.
[0064] First, it is determined whether the special attack acceptance time has ended (S301). This is done using the timer for the special attack target state that was started in S218. For example, the timer's initial value can be set to 100 seconds, and it can be determined that the special attack acceptance time has ended when 100 seconds have passed. If the timer indicates that the special attack acceptance time has ended, the enemy character's state parameters are set to normal, thereby transitioning the enemy character to the normal state, in order to end the special attack target state (S308).
[0065] If it is determined that the special attack acceptance time has not ended (S301), it is determined whether or not all ally characters have executed their special attacks (S302). If it is determined that all ally characters have executed their special attacks, the special attack target state is terminated (S308). In this embodiment, each ally character can execute only one special attack during one special attack target state. For example, a flag indicating whether a special attack has been executed is associated with each ally character, and a determination is made based on whether the flags of all ally characters indicate that a special attack has been executed. As a modified example, a special attack may be executed a predetermined number of times, more than twice, or there may be no limit set on the number of times a special attack can be executed.
[0066] If it is determined that the ally character's special attack has not been executed (S302), it is determined whether the enemy character has died (S304). If the enemy character has died, the special attack target state is terminated (S308). If the enemy character has not died, it is determined whether the special attack has hit (S306). One of the ally characters executes a special attack, and if that special attack hits the enemy character, the special attack target state is terminated (S308). Here, a special attack of one ally character is considered to include multiple attacks, and if the first of those attacks, the special attack starting attack, hits, the special attack is considered to have hit. If the special attack includes only one attack, that single attack is considered to be the special attack starting attack. This is because special attacks are very powerful attacks, and if they contribute to special attacks and subsequent parameter corrections, the ally character's advantage becomes too high, making it difficult to maintain balance with the enemy character. In one variation, the special attack state is not terminated even if the special attack hits.
[0067] The special attack target state management process 300 is repeatedly executed until the special attack target state ends. The all-ally character special attack execution completion determination process (S302), enemy character death determination process (S304), and special attack start-up attack hit determination process (S306) may be executed by interrupt processing. For example, the all-ally character special attack execution completion determination process may be executed each time a special attack is executed by an ally character, and if it is determined that all ally character special attacks have been executed, the special attack target state end process (S308) may be executed. Similarly, when a special attack is executed, the special attack start-up attack hit determination process may be executed, and if it is determined that the attack has hit, the special attack target state end process (S308) may be executed.
[0068] Returning to the explanation of the player character control processing 200 in Fig. 6, if the player input is not a normal attack in S206, it is determined whether or not it is a special attack (S220). A special attack is an attack that can be executed by the player character making a predetermined input when the player character is in a state where a special attack can be executed.
[0069] Here, the special attack executable state management process 400 for ally characters will be explained using Figure 8. This management process 400 is started when an enemy character transitions to a special attack target state, and is executed for each ally character. First, it is determined whether the enemy character is still in a special attack target state (S401). As mentioned above, an enemy character transitions from a special attack target state to a normal state when a predetermined condition is met. The state of this enemy character is monitored, and if the enemy character transitions to a normal state, this process ends.
[0070] When it is determined that an enemy character is in a special attack target state (S401), it is determined whether an ally character has already executed a special attack (S402). As described above, it is determined whether a special attack has been executed, for example, based on a flag associated with each ally character. When an enemy character transitions from a special attack target state to a normal state, the flag can be reset. Furthermore, if multiple enemy characters are allowed to transition to a special attack target state at the same time, a flag can be set for each enemy character.
[0071] In this embodiment, only one special attack can be executed for each special attack target state of the enemy character, so if it is determined that a special attack has already been executed once (S402), the special attack executable state management process 400 is terminated and the ally character is not allowed to execute any more special attacks.
[0072] If it is determined that a special attack has not been executed (S402), it is determined whether or not the ally character is located within a predetermined range of the enemy character that is the target of the special attack (S404). Whether or not the ally character is located within the predetermined range of the enemy character can be determined, for example, by determining whether or not the coordinates of the ally character are located within a predetermined distance from the coordinates of the enemy character in the game field. The predetermined distance may be a virtual three-dimensional distance or a two-dimensional distance.
[0073] If it is determined that an ally character is located within a predetermined range of an enemy character that is in a special attack target state (S404), the state of the ally character is transitioned to a state where the ally character can execute a special attack (S406). If the ally character is already in a state where the ally character can execute a special attack, that state is maintained. If it is determined that the ally character is not located within a predetermined range of an enemy character that is in a special attack target state (S404), the state of the ally character is transitioned to a state where the ally character cannot execute a special attack (S408). If the ally character is already in a state where the ally character cannot execute a special attack, that state is maintained.
[0074] When a player character who is an ally character is in a state in which a special attack can be executed, an input button for executing the special attack is displayed on the display unit 32 to inform the player that a special attack can be executed, and to encourage the player to execute the special attack. When the input button for executing a special attack is pressed during the special attack executable state, the special attack command is accepted as player input, and the special attack is executed. When the input button for executing a special attack is not in a state in which a special attack cannot be executed, pressing it is not accepted as player input.
[0075] Returning to the explanation of the player character control processing 200 in Figure 6, if it is determined that the player input is a special attack command (S220), a flag associated with the player character is set to indicate that the special attack has been executed (S222), and it is determined whether or not the special attack has hit the enemy character (S224). Whether or not the special attack has hit the enemy character is determined based on, for example, the position of the player character on the game field, the position of the enemy character, the direction in which the special attack was executed, the range of the special attack, etc. The range of the special attack may be set according to the type of player character or the weapon equipped by the player character. The range of the special attack may be the same as or different from that of a normal attack.
[0076] An ally character executing a special attack can be prevented from being hit by an attack from an enemy character. Enemy character action processing is executed in parallel with process 200, and if it is determined that the enemy character's attack has hit the player character, the action being executed based on the player character's input is interrupted. For example, if the enemy character's attack hits while the player character is executing movement processing based on the player's movement command, the movement processing is interrupted and the next player input is awaited (S201).
[0077] In this embodiment, even if an enemy character attacks an ally character in the enemy character's action processing, if the ally character is currently executing a special attack, a hit determination of the attack by the enemy character is not performed. Furthermore, a special attack is determined to have hit only enemy characters that are in a special attack target state, and does not hit enemy characters that are not in a special attack target state.
[0078] If the special attack does not hit, the special attack fails, and the process returns to the process of accepting the next player input (S201). If the special attack hits, the process of inflicting damage on the enemy character is executed (S226). The amount of damage inflicted on the enemy character is determined, for example, based on the attack power of the player character and the defense power of the enemy character, as with a normal attack, and the HP of the enemy character is reduced by the determined amount of damage. To increase the amount of damage inflicted on the enemy character compared to a normal attack, a bonus value may be added to the attack power of the player character, or the attack power may be doubled to calculate the damage. Damage inflicted may also be a predetermined multiple of the damage inflicted by a normal attack. As one variation, the special attack may only be involved in the correction points described below, and the damage process on the enemy character may not be executed.
[0079] Next, a process for increasing the correction points is executed (S228). The correction points are associated with all ally characters and are parameters common to all ally characters. The amount of increase in the correction points may be a fixed amount, or may be determined based on predetermined conditions. For example, in addition to the basic increase amount when a special attack hits, the correction points may be increased by an amount corresponding to the number of special attacks that hit the enemy character while the enemy character is in a single special attack target state. The increase in the correction points may be realized by adding a predetermined amount, or by multiplication or other calculations.
[0080] For example, the basic increase amount may be 1000 points, and a bonus of 2000 points (2 x 1000) may be added for the second hit of a special attack, resulting in an increase of 3000 points. Furthermore, in this embodiment, the correction points are also increased when consecutive special attacks are successful and after bonus damage is applied after the consecutive special attacks have ended. For example, when consecutive special attacks are successful, the correction points are increased by the number of consecutive special attacks x 1000 points for each special attack. The correction points can also be increased by the number of consecutive special attacks x 1000 points after bonus damage is applied after the consecutive special attacks have ended.
[0081] 9, the correction point and parameter correction management process 500 will be described. This management process 500 is started when the game starts and is executed as a process common to all ally characters, and the correction points and correction levels are managed as parameters common to all ally characters.
[0082] First, it is determined whether the correction point satisfies the correction conditions (S501). Here, the correction conditions include multiple conditions, an example of which is shown in Table 1. The correction conditions include multiple correction levels and thresholds defined for each correction level. Levels 0 to 5 are provided as correction levels.
[0083] [Table 1]
[0084] In Table 1, "level" means the correction level, and "threshold" means the correction point required to move to the next correction level. At each correction level, the correction level is maintained while the correction point is between the lowering threshold and the upper threshold, and when the correction point rises above the upper threshold, the correction condition for raising the correction level is met and the correction level rises to the next correction level, and when the correction point falls below the lowering threshold, the correction condition for lowering the correction level is met and the correction level falls to the lower correction level.
[0085] For example, at correction level 1, the increase threshold value is 1000, so if the correction point is increased to 1000 points or more while at correction level 1, it is determined that the correction conditions for increasing to correction level 2 have been met, and the correction level is increased to 2. On the other hand, if the correction point falls below the decrease threshold value (0) while at correction level 2, it is determined that the correction conditions for increasing the correction level to 1 have been met, and the correction level is decreased to 1. When the correction level is increased, the correction point is set to 0. When the correction level is decreased, the correction point is set to the increase threshold value for the decreased correction level. At the lowest correction level 0, there is no decrease to a lower correction level, and at the highest correction level 5, there is no increase to a higher correction level.
[0086] In this embodiment, the correction point does not take a value greater than 0 when the correction level is 5. Therefore, when the correction point timer described below expires and the correction points decrease, the correction point immediately falls below the decrease threshold (0) and drops to correction level 4. By resetting the correction point timer by, for example, successfully attacking an enemy character before the correction point timer expires, it is possible to prevent the correction level from dropping.
[0087] If it is determined in S501 that the correction points satisfy the correction conditions, the parameters of the ally characters are corrected (S502). Parameter correction can be performed, for example, by changing the attack power of all ally characters by a certain percentage. The correction conditions referred to here include both correction conditions for making corrections that are advantageous to the ally characters and correction conditions for making unfavorable corrections, such as corrections that reverse advantageous corrections.
[0088] For example, when the correction conditions for increasing the attack power of an ally character are met, a parameter correction process is executed to increase the attack power of the ally character, and when the correction conditions for returning the increased attack power to its original value are met, a parameter correction process is executed to decrease the attack power of the ally character to the value before the increase.
[0089] As shown in Table 2, the amount of increase may vary depending on the correction level. Parameter correction is not limited to an increase in attack power, but may also be an increase in defense power, or other corrections to parameters that are advantageous to ally characters, such as reducing the amount of hit points lost due to being poisoned. If there is an ally character whose attack power increases the lower the character's own hit points, a correction may be made to reduce the hit points.
[0090] [Table 2]
[0091] Next, it is determined whether the correction point timer has expired (S504). If the correction point timer has expired, the correction points are decreased based on the time elapsed since expiration (S506). As shown in Table 3, the expiration time for starting the decrease of the correction points and the decrease rate after the decrease has started can be set for each correction level. For example, in the case of correction level 3, the decrease of the correction points starts 10 seconds after the correction point timer is reset, and thereafter the correction points are decreased by 600 points per second. The decrease of the correction points may be achieved by subtracting a predetermined amount, or by using other calculations such as division.
[0092] [Table 3]
[0093] In S508, it is determined whether or not the process of increasing the correction points has been executed. The correction points are increased when an attack on an enemy character hits, when a continuous special attack hits, etc. If it is determined that the process of increasing the correction points has been executed, the correction point timer is reset (S510). The process of managing the correction point timer may be executed by an independent process that is processed in parallel.
[0094] After it is determined that the correction point has not increased (S508), or after the correction point timer is reset (S510), the process returns to S501, and S501 to S510 are repeatedly executed.
[0095] By having multiple allied characters approach an enemy character that is the target of a special attack and execute special attacks one after another at the right time within the special attack acceptance time, it is possible to efficiently increase correction points. This allows the player to feel the joy of coordinating with other allied characters in time, and by limiting the acceptance time, it is possible to concentrate more on playing and increase the sense of immersion in the game.
[0096] Returning to the explanation of the player character control processing 200 in Fig. 6, if it is determined in S220 that the player input is not a special attack, it is determined to be a special attack, and it is determined whether the special attack has hit (S230). In this embodiment, the player input is considered to be any of a movement command, a normal attack command, a special attack command, and a special attack command, and if the player input is not a movement command, a normal attack command, or a special attack command, it is determined to be a special attack command.
[0097] If the special attack does not hit, the special attack fails, and the process returns to the process of accepting the next player input (S201). If the special attack hits, the process of inflicting damage on the enemy character is executed. The amount of damage inflicted on the enemy character is determined, for example, based on the attack power of the player character and the defense power of the enemy character, but in order to inflict greater damage than a normal attack, the damage may be set to a predetermined multiple of the damage inflicted by a normal attack.
[0098] Furthermore, in S234, continuous special attack processing is executed. For example, a continuous special attack counter that counts the number of consecutive continuous special attacks and a continuous special attack reception timer are set as parameters common to allied characters, and when the continuous special attack counter is 0, it indicates that it is the first special attack, and when it is 1 or more, it indicates that it is not the first special attack. The continuous special attack reception timer expires after a predetermined period has passed, and the reception period expires.
[0099] In the continuous special attack processing (S234), if the continuous special attack counter is 0, a continuous special attack reception timer is started, the continuous special attack counter is set to 1, the special attack execution flag associated with the player character is set to ON, and the continuous special attack management processing 600, which will be described later with reference to Figure 10, is started. If the continuous special attack counter is 1 or more, the continuous special attack counter is incremented.
[0100] Furthermore, the correction points are increased according to the number of consecutive special attacks. For example, the correction points can be increased by the value obtained by multiplying the number of consecutive special attacks by 1000 points. After that, the process returns to the process of accepting the next player input (S201).
[0101] The continuous special attack management process 600 will be explained using Figure 10. As mentioned above, the continuous special attack process of S234 starts the continuous special attack reception timer when the continuous special attack counter is 0, and starts the continuous special attack management process 600. The continuous special attack reception timer expires after a predetermined period of time has passed, and the reception period expires.
[0102] First, in S601, it is determined whether the continuous special attack reception timer has expired. If the reception timer has not expired, it is determined whether all ally characters have executed special attacks (S602). Whether or not an ally character has executed a special attack can be determined, for example, by determining whether or not the special attack execution flag of each ally character is on.
[0103] The execution of a special attack by an ally character is awaited until it is determined that the timer has expired (S601) or it is determined that all ally characters have executed special attacks (S602), and if at least one of the determinations is true, it is then determined whether or not the consecutive special attacks have been successful (S604). If the consecutive special counter is 2 or more, it can be determined that the consecutive special attacks have been successful, and if it is 1, it can be determined that the consecutive special attacks have not been successful.
[0104] If it is determined that the consecutive special attack is successful, the enemy character is further inflicted with bonus damage due to the additional special attack resulting from the consecutive special attack (S606), and the correction points are also increased (S608). For example, the correction points can be increased by the value obtained by multiplying the consecutive special attack counter by 1000 points. Then, the consecutive special attack management process 600 is terminated.
[0105] By using this embodiment, it is possible to cooperate with an ally character to reduce the special value of an enemy character, making the enemy character a target for a special attack, and by successfully performing a special attack while the enemy character is in the target state for a special attack, the correction points are increased, and the correction conditions are satisfied, correcting the parameters associated with the ally character, thereby enabling a battle with the enemy character to be fought with an advantage. Also, by increasing the amount by which the special value is reduced or the amount by which the correction points are increased through cooperation with an ally character, it is possible to advance the battle with an advantage.
[0106] By obtaining advantageous effects that cannot be obtained through the skill of a single player, players can sense the significance of cooperation with allied characters, are motivated to cooperate, and feel the joy of successful cooperation. In particular, when the allied characters are player characters controlled by other players, players can enjoy communication with others by playing while devising strategies for cooperation with other players. Furthermore, by requiring well-timed cooperation, players can focus more on the game and feel more immersed in it. This allows players to feel the deep enjoyment of multiplayer play that cannot be obtained by pursuing individual skills alone. Furthermore, by expressing cooperation between allied characters, it is possible to enhance the appeal of the characters.
[0107] As one variation, instead of the correction process for the parameters associated with the ally character that is executed when the correction point satisfies the correction condition, a correction process for the parameters associated with the enemy character may be executed.
[0108] The parameters of the enemy character to be corrected may be, for example, the attack power or defense power of the enemy character. The attack power or defense power of the enemy character may be reduced by correction. Furthermore, this includes limiting the actions that the enemy character can perform to certain actions. Of the action identifiers that indicate the actions that the enemy character can perform, some action identifiers may be made unselectable. By reducing the attack power or defense power of the enemy character or limiting its actions, the ally character can perform actions more advantageously. Furthermore, the animation playback speed of the enemy character may be reduced as a process for correcting the parameters of the enemy character. Since the enemy character's actions appear slower to the player, it becomes possible to play more advantageously than usual.
[0109] As another variation, in addition to the correction process for parameters associated with ally characters, a correction process for parameters associated with enemy characters may be performed. When the correction level reaches the maximum correction level due to a special attack by the player, and during the period in which the maximum correction level is maintained, the enemy character may be transitioned to a special attack target state. If the special attack by the ally player is successful a predetermined number of times or more during this special attack target state, the parameters associated with the enemy character are corrected. Here, the special attack and special attack target state that satisfy the conditions for correcting the parameters associated with the ally character are referred to as the first special attack and the first special attack target state, and the special attack and special attack target state that satisfy the conditions for correcting the parameters associated with the enemy character are referred to as the second special attack and the second special attack target state.
[0110] For example, if a first special attack is executed while the enemy character is in the first special attack target state and the correction level reaches the maximum correction level (S220-S228), the enemy character's special value is reset. Then, by processing similar to S206-S218, the enemy character's special value is reduced by an attack by an ally character, and if the special value becomes 0 or less while the correction level is maintained at the maximum correction level, the enemy character transitions to a second special attack target state. Then, by processing similar to S220-S226, a special attack hit determination and enemy damage processing are performed. An ally character positioned within a predetermined range of the enemy character in the game field is placed in a state where a second special attack can be executed, and while the second special attack is executable, the ally character executes the second special attack. It is determined whether the executed second special attack has been successful a predetermined number of times or more, and if it is determined that the second special attack has been successful a predetermined number of times or more, the parameters associated with the enemy character are corrected.
[0111] The predetermined number of times can be, for example, equal to the number of ally characters. During one second special attack acceptance period, each ally character can only perform one second special attack, and if all ally characters successfully perform the second special attack, the parameters associated with the enemy character can be corrected. An ally character may be allowed to perform a special attack two or more times during one second special attack acceptance period. The predetermined number of times may also be one or any other integer that is not equal to the number of ally characters.
[0112] As one variation, information related to each parameter and the like may be transmitted and received between the electronic devices 10 through peer-to-peer (PtoP) communication without going through the server 20. In this case, the functions of the game management unit 44 of the server 20 may be provided in each electronic device 10, or in any one of the electronic devices 10. As another variation, the electronic device 10 may operate standalone without communicating with the server 20 and the other electronic devices 10. In this case, the number of players may be one, or a single electronic device 10 that accepts player inputs from multiple players may be used to execute game play by multiple players. This can be executed by providing all the functions in a single electronic device 10.
[0113] In other embodiments of the present invention, the present invention may be a program that realizes the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts, or a computer-readable storage medium that stores the program.In still other embodiments, the present invention may be a method that realizes the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts.In still other embodiments, the present invention may be a server that can supply a program that realizes the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts to a computer.In still other embodiments, the present invention may be a virtual machine that realizes the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts.
[0114] In the processes, operations, or entities described above, the processes, operations, or entities can be freely changed as long as no inconsistencies in the processes, operations, or entities occur, such as when a step uses data that should not yet be available in that step. Furthermore, the embodiments described above are merely examples for explaining the present invention, and the present invention is not limited to these embodiments. The present invention can be embodied in various forms without departing from the spirit of the invention. [Explanation of symbols]
[0115] 10:Electronic equipment 11: Processor 12:Display device 13: Input device 14:Storage device 15: Communication equipment 16: Bus 20: Server 21: Processor 22:Display device 23: Input device 24:Storage device 25: Communication equipment 26: Bus 31: Input section 32: Display section 33: Communications Department 34: Game control unit 41: Input section 42:Display section 43: Communications Department 44: Game Management Department 50: Game screen 51~54: Allied characters 55: Enemy character 60: Allied character information area 65: Correction information area 66: Gauge
Claims
1. A program for a game in which a plurality of ally characters and two or more enemy characters are arranged on a game field, the plurality of ally characters including a player character operated by a player input and a character that cooperates with the player character to fight against the enemy characters, the program comprising: a step of setting a special value for each of the two or more enemy characters, and changing the special value of one of the two or more enemy characters when an attack by an ally character on the enemy character is successful; transitioning the enemy character to a special attack target state when the special value satisfies a special attack target state transition condition; determining whether the enemy character is in a special attack target state in which the enemy character is a target of a special attack; a step of, when the enemy character is in a special attack target state, making allied characters located within a predetermined range of the enemy character in the game field ready to perform a special attack; a step of executing a special attack by an ally character against the enemy character that is in a special attack target state in the state where the special attack can be executed; Execute The program includes a step of changing the special value, in which when one enemy character among the two or more enemy characters is in a special attack target state, the special value of the other enemy character is not changed to satisfy the special attack target state transition condition even if an attack by an ally character on the other enemy character is successful.
2. 2. The program according to claim 1, wherein when the enemy character is in a special attack target state, the number of special attacks that each ally character can execute is equal to or less than a predetermined number.
3. The program of claim 2, wherein the step of changing the special value includes a step of increasing the amount of change in the special value when one of the plurality of ally characters successfully attacks an enemy character within a predetermined period of time after another ally character successfully attacks the enemy character.
4. A method for a game in which a plurality of ally characters and two or more enemy characters are arranged on a game field, the plurality of ally characters including a player character operated by a player input and a character that cooperates with the player character to fight against the enemy characters, the method comprising: a step of setting a special value for each of the two or more enemy characters, and changing the special value of one of the two or more enemy characters when an attack by an ally character on the enemy character is successful; transitioning the enemy character to a special attack target state when the special value satisfies a special attack target state transition condition; determining whether the enemy character is in a special attack target state in which the enemy character is a target of a special attack; a step of, when the enemy character is in a special attack target state, making allied characters located within a predetermined range of the enemy character in the game field ready to perform a special attack; a step of executing a special attack by an ally character against the enemy character that is in a special attack target state in the state where the special attack can be executed; Execute The method includes, in the step of changing the special value, when one of the two or more enemy characters is in a special attack target state, not changing the special value of the other enemy character so as to satisfy the special attack target state transition condition even if an attack by an ally character on the other enemy character is successful.
5. An electronic device for a game in which a plurality of ally characters and two or more enemy characters are arranged on a game field, the plurality of ally characters including a player character operated by a player input and a character that cooperates with the player character to fight against the enemy characters, the electronic device comprising: a special value is set for each of the two or more enemy characters, and when an attack by an ally character on one of the two or more enemy characters is successful, the special value of the enemy character is changed; When the special value satisfies a special attack target state transition condition, the enemy character is transitioned to a special attack target state; determining whether the enemy character is in a special attack target state in which the enemy character is a target of a special attack; When the enemy character is in a special attack target state, allied characters positioned within a predetermined range of the enemy character in the game field are made capable of executing a special attack; In a state in which the special attack can be executed, a special attack is executed by an ally character against the enemy character that is in a special attack target state; changing the special value means that when one enemy character among the two or more enemy characters is in a special attack target state, even if an attack by an ally character on another enemy character is successful, the special value of the other enemy character is not changed so as to satisfy a special attack target state transition condition; electronic equipment.
Citation Information
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